//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Lightmap only shader // // $Header: $ // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "lightmappedgeneric_vs11.inc" #include "unlitgeneric_vs11.inc" #include "worldvertextransition_seamless.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" static ConVar mat_fullbright( "mat_fullbright","0", FCVAR_CHEAT ); DEFINE_FALLBACK_SHADER( LightmappedGeneric, LightmappedGeneric_DX8 ) BEGIN_VS_SHADER( LightmappedGeneric_DX8, "Help for LightmappedGeneric_DX8" ) BEGIN_SHADER_PARAMS SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "albedo (Base texture with no baked lighting)" ) SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" ) SHADER_PARAM( DETAILBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "amount of detail texture to apply" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" ) SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" ) SHADER_PARAM( ENVMAPOPTIONAL, SHADER_PARAM_TYPE_INTEGER, "90", "Do specular pass only on dxlevel or higher (ie.80, 81, 90)" ) SHADER_PARAM( NODIFFUSEBUMPLIGHTING, SHADER_PARAM_TYPE_BOOL, "0", "0 == Use diffuse bump lighting, 1 = No diffuse bump lighting" ) SHADER_PARAM( FORCEBUMP, SHADER_PARAM_TYPE_BOOL, "0", "0 == Do bumpmapping if the card says it can handle it. 1 == Always do bumpmapping." ) SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) SHADER_PARAM( SSBUMP, SHADER_PARAM_TYPE_INTEGER, "0", "whether or not to use alternate bumpmap format with height" ) SHADER_PARAM( SEAMLESS_SCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Scale factor for 'seamless' texture mapping. 0 means to use ordinary mapping" ) END_SHADER_PARAMS virtual bool ShouldUseBumpmapping( IMaterialVar **params ) { return g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined(); } // Set up anything that is necessary to make decisions in SHADER_FALLBACK. SHADER_INIT_PARAMS() { // FLASHLIGHTFIXME params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); // Write over $basetexture with $albedo if we are going to be using diffuse normal mapping. if( ShouldUseBumpmapping( params ) && params[ALBEDO]->IsDefined() && params[BASETEXTURE]->IsDefined() && !( params[NODIFFUSEBUMPLIGHTING]->IsDefined() && params[NODIFFUSEBUMPLIGHTING]->GetIntValue() ) ) { params[BASETEXTURE]->SetStringValue( params[ALBEDO]->GetStringValue() ); } if( IsUsingGraphics() && params[ENVMAP]->IsDefined() && !CanUseEditorMaterials() ) { if( stricmp( params[ENVMAP]->GetStringValue(), "env_cubemap" ) == 0 ) { Warning( "env_cubemap used on world geometry without rebuilding map. . ignoring: %s\n", pMaterialName ); params[ENVMAP]->SetUndefined(); } } if( !params[ENVMAPMASKSCALE]->IsDefined() ) { params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f ); } if( !params[ENVMAPTINT]->IsDefined() ) { params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); } if( !params[SELFILLUMTINT]->IsDefined() ) { params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); } if( !params[DETAILSCALE]->IsDefined() ) { params[DETAILSCALE]->SetFloatValue( 4.0f ); } if( !params[DETAILBLENDFACTOR]->IsDefined() ) { params[DETAILBLENDFACTOR]->SetFloatValue( 1.0f ); } if( !params[FRESNELREFLECTION]->IsDefined() ) { params[FRESNELREFLECTION]->SetFloatValue( 1.0f ); } if( !params[ENVMAPMASKFRAME]->IsDefined() ) { params[ENVMAPMASKFRAME]->SetIntValue( 0 ); } if( !params[ENVMAPFRAME]->IsDefined() ) { params[ENVMAPFRAME]->SetIntValue( 0 ); } if( !params[BUMPFRAME]->IsDefined() ) { params[BUMPFRAME]->SetIntValue( 0 ); } if( !params[ENVMAPCONTRAST]->IsDefined() ) { params[ENVMAPCONTRAST]->SetFloatValue( 0.0f ); } if( !params[ENVMAPSATURATION]->IsDefined() ) { params[ENVMAPSATURATION]->SetFloatValue( 1.0f ); } if( !params[ALPHATESTREFERENCE]->IsDefined() ) { params[ALPHATESTREFERENCE]->SetFloatValue( 0.0f ); } // No texture means no self-illum or env mask in base alpha if ( !params[BASETEXTURE]->IsDefined() ) { CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); } // If in decal mode, no debug override... if (IS_FLAG_SET(MATERIAL_VAR_DECAL)) { SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); } SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); if( ShouldUseBumpmapping( params ) && (params[NODIFFUSEBUMPLIGHTING]->GetIntValue() == 0) ) { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP ); } // Get rid of the envmap if it's optional for this dx level. if( params[ENVMAPOPTIONAL]->IsDefined() && (params[ENVMAPOPTIONAL]->GetIntValue() > g_pHardwareConfig->GetDXSupportLevel()) ) { params[ENVMAP]->SetUndefined(); } // If mat_specular 0, then get rid of envmap if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() ) { params[ENVMAP]->SetUndefined(); } if( params[SEAMLESS_SCALE]->IsDefined() && params[SEAMLESS_SCALE]->GetFloatValue() != 0.0f ) { if( params[BUMPMAP]->IsDefined() ) { Warning( "Can't use $bumpmap with $seamless_scale for lightmappedgeneric_dx8. Implicitly disabling $bumpmap: %s\n", pMaterialName ); params[BUMPMAP]->SetUndefined(); } if( params[ENVMAP]->IsDefined() ) { Warning( "Can't use $envmap with $seamless_scale for lightmappedgeneric_dx8. Implicitly disabling $envmap: %s\n", pMaterialName ); params[ENVMAP]->SetUndefined(); } } if ( !params[SEAMLESS_SCALE]->IsDefined() ) { // zero means don't do seamless mapping. params[SEAMLESS_SCALE]->SetFloatValue( 0.0f ); } // Get rid of envmap if we aren't using bumpmapping // *and* we have normalmapalphaenvmapmask *and* we don't have envmapmask elsewhere if ( params[ENVMAP]->IsDefined() && params[BUMPMAP]->IsDefined() && IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ) && !ShouldUseBumpmapping( params ) ) { if ( !IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) && !params[ENVMAPMASK]->IsDefined() ) { params[ENVMAP]->SetUndefined(); } } } SHADER_FALLBACK { if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80) return "LightmappedGeneric_DX6"; if ( IsPC() && g_pHardwareConfig->PreferReducedFillrate() ) return "LightmappedGeneric_NoBump_DX8"; return 0; } SHADER_INIT { LoadTexture( FLASHLIGHTTEXTURE ); if( ShouldUseBumpmapping( params ) ) { LoadBumpMap( BUMPMAP ); } if (params[BASETEXTURE]->IsDefined()) { LoadTexture( BASETEXTURE ); if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent()) { CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); } } if (params[DETAIL]->IsDefined()) { LoadTexture( DETAIL ); } // Don't alpha test if the alpha channel is used for other purposes if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) ) CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST ); if (params[ENVMAP]->IsDefined()) { if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ) LoadCubeMap( ENVMAP ); else LoadTexture( ENVMAP ); if( !g_pHardwareConfig->SupportsCubeMaps() ) { SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE ); } if (params[ENVMAPMASK]->IsDefined()) LoadTexture( ENVMAPMASK ); } if( ShouldUseBumpmapping( params ) ) { SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); } } #ifndef USE_HLSL_PIXEL_SHADERS inline const char *GetPixelShaderName( IMaterialVar** params, bool bBumpedEnvMap ) { static char const* s_pPixelShaders[] = { // Unmasked "LightmappedGeneric_EnvMapV2", "LightmappedGeneric_SelfIlluminatedEnvMapV2", "LightmappedGeneric_BaseAlphaMaskedEnvMapV2", "LightmappedGeneric_SelfIlluminatedEnvMapV2", // Env map mask "LightmappedGeneric_MaskedEnvMapV2", "LightmappedGeneric_SelfIlluminatedMaskedEnvMapV2", "LightmappedGeneric_MaskedEnvMapV2", "LightmappedGeneric_SelfIlluminatedMaskedEnvMapV2", }; if (!params[BASETEXTURE]->IsTexture()) { if (params[ENVMAP]->IsTexture() && !bBumpedEnvMap ) { if (!params[ENVMAPMASK]->IsDefined() ) { return "LightmappedGeneric_EnvmapNoTexture"; } else { return "LightmappedGeneric_MaskedEnvmapNoTexture"; } } else { return "LightmappedGeneric_NoTexture"; } } else { if (params[ENVMAP]->IsTexture() && !bBumpedEnvMap ) { int pshIndex = 0; if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM)) pshIndex |= 0x1; if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK)) pshIndex |= 0x2; if (params[ENVMAPMASK]->IsTexture()) pshIndex |= 0x4; return s_pPixelShaders[pshIndex]; } else { if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM)) return "LightmappedGeneric_SelfIlluminated"; else return "LightmappedGeneric"; } } } #endif void DrawUnbumpedUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bBumpedEnvMap ) { bool hasEnvmap = params[ENVMAP]->IsTexture() && !bBumpedEnvMap; bool hasBaseTexture = params[BASETEXTURE]->IsTexture(); bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); bool hasEnvmapCameraSpace = IS_FLAG_SET( MATERIAL_VAR_ENVMAPCAMERASPACE ); bool hasEnvmapSphere = IS_FLAG_SET( MATERIAL_VAR_ENVMAPSPHERE ); if ( hasEnvmap || hasBaseTexture || hasVertexColor || !bBumpedEnvMap ) { SHADOW_STATE { // Alpha test pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); if ( params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f ) { pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[ALPHATESTREFERENCE]->GetFloatValue() ); } // Base texture on stage 0 if (params[BASETEXTURE]->IsTexture()) { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); } // Lightmap on stage 1 pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); int fmt = VERTEX_POSITION; if ( hasEnvmap ) { fmt |= VERTEX_NORMAL; // envmap on stage 2 pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // envmapmask on stage 3 if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK ) ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); } } if (params[BASETEXTURE]->IsTexture() || bBumpedEnvMap) { SetDefaultBlendingShadowState( BASETEXTURE, true ); } else { SetDefaultBlendingShadowState( ENVMAPMASK, false ); } if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) { fmt |= VERTEX_COLOR; } pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 ); lightmappedgeneric_vs11_Static_Index vshIndex; vshIndex.SetDETAIL( false ); vshIndex.SetENVMAP( hasEnvmap ); vshIndex.SetENVMAPCAMERASPACE( hasEnvmap && hasEnvmapCameraSpace ); vshIndex.SetENVMAPSPHERE( hasEnvmap && hasEnvmapSphere ); vshIndex.SetVERTEXCOLOR( hasVertexColor ); pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() ); const char *pshName = GetPixelShaderName( params, bBumpedEnvMap ); pShaderShadow->SetPixelShader( pshName ); DefaultFog(); } DYNAMIC_STATE { if (hasBaseTexture) { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); } pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); if ( hasEnvmap ) { BindTexture( SHADER_SAMPLER2, ENVMAP, ENVMAPFRAME ); if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) ) { if (params[ENVMAPMASK]->IsTexture() ) BindTexture( SHADER_SAMPLER3, ENVMAPMASK, ENVMAPMASKFRAME ); else BindTexture( SHADER_SAMPLER3, BASETEXTURE, FRAME ); SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM, ENVMAPMASKSCALE ); } if (IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) || IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE)) { LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL ); } SetEnvMapTintPixelShaderDynamicState( 2, ENVMAPTINT, -1 ); } if ( !hasEnvmap || hasBaseTexture || hasVertexColor ) { SetModulationVertexShaderDynamicState(); } EnablePixelShaderOverbright( 0, true, true ); SetPixelShaderConstant( 1, SELFILLUMTINT ); lightmappedgeneric_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } if ( bBumpedEnvMap ) { DrawWorldBumpedSpecularLighting( BUMPMAP, ENVMAP, BUMPFRAME, ENVMAPFRAME, ENVMAPTINT, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION, BUMPTRANSFORM, FRESNELREFLECTION, hasEnvmap || hasBaseTexture || hasVertexColor ); } } void DrawDetailNoEnvmap( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool doSelfIllum ) { SHADOW_STATE { // Alpha test pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); // Base texture on stage 0 if (params[BASETEXTURE]->IsTexture()) pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Lightmap on stage 1 pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Detail on stage 2 pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); int fmt = VERTEX_POSITION; SetDefaultBlendingShadowState( BASETEXTURE, true ); if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) fmt |= VERTEX_COLOR; pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 ); lightmappedgeneric_vs11_Static_Index vshIndex; vshIndex.SetDETAIL( true ); vshIndex.SetENVMAP( false ); vshIndex.SetENVMAPCAMERASPACE( false ); vshIndex.SetENVMAPSPHERE( false ); vshIndex.SetVERTEXCOLOR( IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) ); pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() ); if (!params[BASETEXTURE]->IsTexture()) { pShaderShadow->SetPixelShader("LightmappedGeneric_DetailNoTexture"); } else { if (!IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || (!doSelfIllum)) { pShaderShadow->SetPixelShader("LightmappedGeneric_Detail"); } else { pShaderShadow->SetPixelShader("LightmappedGeneric_DetailSelfIlluminated"); } } DefaultFog(); } DYNAMIC_STATE { if (params[BASETEXTURE]->IsTexture()) { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); } pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); BindTexture( SHADER_SAMPLER2, DETAIL, FRAME ); SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURETRANSFORM, DETAILSCALE ); SetModulationVertexShaderDynamicState(); EnablePixelShaderOverbright( 0, true, true ); if (doSelfIllum) { SetPixelShaderConstant( 1, SELFILLUMTINT ); } float c2[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; c2[0] = c2[1] = c2[2] = c2[3] = params[DETAILBLENDFACTOR]->GetFloatValue(); pShaderAPI->SetPixelShaderConstant( 2, c2, 1 ); lightmappedgeneric_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } inline const char *GetAdditiveEnvmapPixelShaderName( bool usingMask, bool usingBaseTexture, bool usingBaseAlphaEnvmapMask ) { static char const* s_pPixelShaders[] = { "LightmappedGeneric_AddEnvmapNoTexture", "LightmappedGeneric_AddEnvmapMaskNoTexture", }; if ( !usingMask && usingBaseTexture && usingBaseAlphaEnvmapMask ) return "LightmappedGeneric_AddBaseAlphaMaskedEnvMap"; int pshIndex = 0; if (usingMask) pshIndex |= 0x1; return s_pPixelShaders[pshIndex]; } void DrawAdditiveEnvmap( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) { bool usingBaseTexture = params[BASETEXTURE]->IsTexture(); bool usingMask = params[ENVMAPMASK]->IsTexture(); bool usingBaseAlphaEnvmapMask = IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK); SHADOW_STATE { // Alpha test pShaderShadow->EnableAlphaTest( false ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, false ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, false ); // envmap on stage 2 pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // envmapmask on stage 3 if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK ) ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); } if (params[BASETEXTURE]->IsTexture()) { SetAdditiveBlendingShadowState( BASETEXTURE, true ); } else { SetAdditiveBlendingShadowState( ENVMAPMASK, false ); } int fmt = VERTEX_POSITION | VERTEX_NORMAL; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); // Compute the vertex shader index. lightmappedgeneric_vs11_Static_Index vshIndex; vshIndex.SetDETAIL( false ); vshIndex.SetENVMAP( true ); vshIndex.SetENVMAPCAMERASPACE( IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE) ); vshIndex.SetENVMAPSPHERE( IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ); vshIndex.SetVERTEXCOLOR( false ); s_pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() ); const char *pshName = GetAdditiveEnvmapPixelShaderName( usingMask, usingBaseTexture, usingBaseAlphaEnvmapMask ); pShaderShadow->SetPixelShader( pshName ); FogToBlack(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER2, ENVMAP, ENVMAPFRAME ); if (usingMask || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK)) { if (usingMask) BindTexture( SHADER_SAMPLER3, ENVMAPMASK, ENVMAPMASKFRAME ); else BindTexture( SHADER_SAMPLER3, BASETEXTURE, FRAME ); SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM, ENVMAPMASKSCALE ); } SetPixelShaderConstant( 2, ENVMAPTINT ); if (IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) || IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE)) { LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL ); } SetModulationVertexShaderDynamicState(); // Compute the vertex shader index. lightmappedgeneric_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } void DrawDetailMode1( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bBumpedEnvMap ) { // Mode 1 : // Pass 1 : B * L * D + Self Illum // Pass 2 : Add E * M // Draw the detail w/ no envmap DrawDetailNoEnvmap( params, pShaderAPI, pShaderShadow, true ); if ( !bBumpedEnvMap ) { DrawAdditiveEnvmap( params, pShaderAPI, pShaderShadow ); } else { DrawWorldBumpedSpecularLighting( BUMPMAP, ENVMAP, BUMPFRAME, ENVMAPFRAME, ENVMAPTINT, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION, BUMPTRANSFORM, FRESNELREFLECTION, true ); } } void DrawDetailUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bBumpedEnvMap ) { // We don't have enough textures; gotta do this in two passes if there's envmapping if (!params[ENVMAP]->IsTexture()) { DrawDetailNoEnvmap( params, pShaderAPI, pShaderShadow, IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) ); } else { if (!params[BASETEXTURE]->IsTexture()) { // If there's an envmap but no base texture, ignore detail DrawUnbumpedUsingVertexShader( params, pShaderAPI, pShaderShadow, bBumpedEnvMap ); } else { DrawDetailMode1( params, pShaderAPI, pShaderShadow, bBumpedEnvMap ); } } } void DrawUnbumpedSeamlessUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) { // This is the seamless_scale version, which doesn't use $detail or $bumpmap SHADOW_STATE { // three copies of the base texture for seamless blending pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // lightmap pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 ); worldvertextransition_seamless_Static_Index vshIndex; pShaderShadow->SetVertexShader( "WorldVertexTransition_Seamless", vshIndex.GetIndex() ); int pshIndex = 0; pShaderShadow->SetPixelShader( "WorldVertexTransition_Seamless", pshIndex ); FogToFogColor(); } DYNAMIC_STATE { bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); // Texture 0..2 if( bLightingOnly ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_GREY ); } else { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME ); BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME ); } // Texture 3 = lightmap pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_LIGHTMAP ); EnablePixelShaderOverbright( 0, true, true ); float fSeamlessScale = params[SEAMLESS_SCALE]->GetFloatValue(); float map_scale[4]= { fSeamlessScale, fSeamlessScale, fSeamlessScale, fSeamlessScale }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, map_scale ); worldvertextransition_seamless_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } SHADER_DRAW { bool hasFlashlight = UsingFlashlight( params ); bool bBump = ShouldUseBumpmapping( params ) && params[BUMPMAP]->IsTexture() && (params[NODIFFUSEBUMPLIGHTING]->GetIntValue() == 0); bool bSSBump = bBump && ( params[SSBUMP]->GetIntValue() != 0 ); if( hasFlashlight ) { DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, bBump, BUMPMAP, BUMPFRAME, BUMPTRANSFORM, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, false, 0, -1, -1 ); } else if( bBump ) { DrawWorldBumpedUsingVertexShader( BASETEXTURE, BASETEXTURETRANSFORM, BUMPMAP, BUMPFRAME, BUMPTRANSFORM, ENVMAPMASK, ENVMAPMASKFRAME, ENVMAP, ENVMAPFRAME, ENVMAPTINT, COLOR, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION, FRAME, FRESNELREFLECTION, false, -1, -1, -1, bSSBump ); } else { bool bBumpedEnvMap = ShouldUseBumpmapping( params ) && params[BUMPMAP]->IsTexture() && params[ENVMAP]->IsTexture(); if (!params[DETAIL]->IsTexture()) { if( params[SEAMLESS_SCALE]->GetFloatValue() != 0.0f ) { DrawUnbumpedSeamlessUsingVertexShader( params, pShaderAPI, pShaderShadow ); } else { DrawUnbumpedUsingVertexShader( params, pShaderAPI, pShaderShadow, bBumpedEnvMap ); } } else { DrawDetailUsingVertexShader( params, pShaderAPI, pShaderShadow, bBumpedEnvMap ); } } } END_SHADER //----------------------------------------------------------------------------- // Version that doesn't do bumpmapping //----------------------------------------------------------------------------- BEGIN_INHERITED_SHADER( LightmappedGeneric_NoBump_DX8, LightmappedGeneric_DX8, "Help for LightmappedGeneric_NoBump_DX8" ) SHADER_FALLBACK { if (g_pHardwareConfig->GetDXSupportLevel() < 80) return "LightmappedGeneric_DX6"; return 0; } virtual bool ShouldUseBumpmapping( IMaterialVar **params ) { if ( !g_pConfig->UseBumpmapping() ) return false; if ( !params[BUMPMAP]->IsDefined() ) return false; return ( params[FORCEBUMP]->GetIntValue() != 0 ); } END_INHERITED_SHADER